Saturday, March 7, 2026

Theorycrafting - All-Cavalry Army of the White Hand

We all do it, theory-crafting different lists at various points levels just to see what we can do. Often these lists are just for fun or theme and are unlikely to be competitive, but they can sometimes be a hidden gem to keep the game fresh and run something unexpected and different.

All-Cavalry Army of the White Hand

Yeah, I know, Wolves of Isengard is right there, but that list is limited in its profile selection, and Army of the White Hand offers everything WoI does (with the exception of Sharku and mounted Captains) and a few more options besides. Don't get me wrong, I think WoI is great, it can field a fairly high number of cavalry models and Sharku got a rather nice boost in this edition. If he'd been available in other lists as well, I reckon we'd have seen him more, as he'd only lose the free Heroic Combats.


Going to need more than just this handful of Warg Riders to run this list!

Enough about that however, this here is a White Hand list. The first and primary draw for using AotWH is Saruman. He of course can bring a horse to fit the full cavalry theme, and not only gives the list a big magical boost (much above WoI's, even though it did get Shamans), he also brings the incredibly useful list specific spells; Conjure Lightning, Summon Gale and Call Thunder.

All three are incredibly useful for a cavalry list in my opinion. Call Lightning's power is well known, and the chance to take out a few enemy models early on to level the numbers disparity you're likely to have cannot be overlooked. Even if the opponent spreads out to avoid you taking out too many troops, you can still target a banner, wound a hero/general or knock out siege crew, all key targets that can level the playing field or gain you an advantage and key VPs.

Then there's Summon Gale, which quite simply halves the opponents movement for a turn. When you already likely have the speed advantage as all cavalry, this is doubly powerful. You can much more easily set up a key charge, by preventing an opponents own charge or them escaping from your range. In the turn after a charge, or perhaps if you moved first, you may be able to prevent counter charges. As the ability is activated when Saruman himself activates, there is scope for him to call a Heroic Move from a distant spot and fire off the Gale to protect your charging cavalry elsewhere. The opponent is unlikely to counter Move in these cases, as Saruman may be too far away to actually affect the battlelines they would not see it coming.

And of course, in the race to objectives or board edges you vastly outpace your opponent when they have to spend a turn crawling at half speed. 

Finally, Call Thunder does a lot for preventing counter-charges as well, making charging when you win priority much safer to pull off. A one-two punch of Call Thunder and Summon Gale could see your cavalry completely smash through enemy lines without much resistance as the opponent either can't reach your or fails to charge at all.

All this without getting into his normal suite of spells, Palantir, +1 Courage aura or Saruman's Deceit ability. It's crazy how good Saruman is, making it doubly important to keep him protected as he is undoubtedly the core of the list.

My poor 20+ year old Saruman (from the BGiME mags) needs some TLC

Supporting Saruman of course there are Isengard Orc Shamans. Naturally being able to be mounted on Wargs, they're likely to see a place in the list, and they do what Shamans always do; cast Fury so your Orcs are able to charge into Terror or stick around when the army is broken. This is pretty handy in a list where the majority of your troops will be Warg Riders (ie. Isengard Orcs) and they aren't exactly known for being courageous.

Isengard Shamans do also have the standard Transfix as well, a damn good candidate for Channelling when you absolutely have to stop a rampaging enemy hero. It's likely to force out Will points to resist as well when cast at the right time, allowing you to follow up with Saruman's magic to increase the chances of it going off.

Their signature spell is Enrage Beast, which always felt like an interesting choice in Isengard lists, but you do have plentiful access to Wargs and of course Crebain. This latter is likely to be the usual target for raging out, F4, S4 and four attacks is good for dealing a quick bunch of wounds to troops or potentially even a transfixed hero, but in this list outside the fight value, your cavalry is already doing 4 S4 attacks against infantry so it's not really a gain unless you need the Fight Value or are facing something that can't be knocked down. There is also the potential to Enrage Wargs themselves, which is much more interesting. That riderless Warg that stuck around is suddenly F5, with 3 S6 attacks and can do some real damage to whichever unsuspecting warrior or hero that thought it an easy target.

Shame that the Warg then dies at the end of the turn, but it'd be a fun surprise to drop on your opponent.

So that's the magical might of the list clear, how about physical? Without Sharku, the only mounted martial hero in the list is Thrydan Wolfsbane. He's fairly decent mid-tier hero, but won't be hurting your opponent's heroes without support from Saruman or Shamans. F5 is middling, even though he does have access to Strike, and D5 with 2W and 2F means he won't be able to take many hits either. The selling point for him is the 2 S5 attacks with Mighty Blow, which when mounted can jump to 6 strikes and a potential 12 wounds. Coupled with Heroic Strength if you ever feel you need it, if this guy is able to hit he's going to feel very much like Helm Hammerhand has come to town.


Thrydan Wolfsbane, hits like a truck, but not necessarily built like one.

He's got 3 Might for Moves or Combats if you need them, so you'll really want him smashing through enemy troops as he'll quickly decimate enemy battlelines so long as you avoid letting him get overwhelmed.

His 12" Stand Fast is really the cherry on the cake also, supplementing your Fury if you brought it, but best of all doubling up with Saruman's own Stand Fast for some impressive coverage.

So that's the Heroes, how about the troops? Going all cavalry, you've really only got two options; Warg Riders and Dunlending Horsemen (though an argument could be made for including a couple of swarms of Crebain, as they're just too damn good).

On the surface, the two options are functionally the same as both are F3, S4, D5 cavalry, and both cost 12 points, with only Throwing Spear and Shield armed Warg Riders costing more. Warg Riders bring your ranged options if you want them, bows and throwing spears, plus the potential for the mounts to stick around. They also benefit from Fury and Enrage Beast. Dunlending Horsemen have no wargear options, and instead get to re-roll wounds against mounts, which is situationally useful, and boast a slightly higher Intelligence and Courage score.

I don't think there's enough to focus on the Dunlendings over the Warg Riders. The Orcs are just much more tactically flexible, and the potential for the Warg sticking around is just a great boon. I would certainly always try to include a couple of Dunlendings however, there are some mounts that do just need to die and it may be difficult for you to remove the rider. More importantly the higher courage and intelligence stats on them make them the best choices for securing objectives, especially with Saruman in sight providing an extra +1 bonus to Courage tests.

So, are there weakenesses to this list? Well of course. Firstly, being an all-Cav army, it's going to have low numbers even with the relatively cost-efficient Warg Riders making up the bulk of the list. Expect to be outnumbered, but your speed, range and Army Bonuses can mitigate this.

Second, you lack a real power combat hero. The combination of Saruman and Thrydan can emulate this somewhat, but directly opposing Aragorn, Gil-Galad or the Balrog is going to take some finesse. Your magic really needs to be working for you against these threats, and you should be focused on removing their support.

Third, no March. Saruman, Thrydan and Shaman lack Heroic March, which could matter in certain match-ups or situations. That said, we covered the speed advantages this list will have earlier, so it's less of an issue here than in other lists.

Finally, whilst your core troops are fantastic for their points, they are limited to F3 and D4-5 with no way to boost these even temporarily outside of casting Enrage Beast on Wargs. You have no banners either, so you're gonna be heavily reliant on outrolling your opponent to win fights in an awful lot of matchups. As previously mentioned though, you will likely have the mobility advantage that you can use to skirmish with throwing spears and bows before ganging up 2-1 or more to ensure you have the dice advantage. Your Crebain, if you take them, are great for getting extra attacks into a fight and the traps they can facilitate can really ensure those Str 4 hits do what they need to do.



This is how I'd build list at a glance. One each of the three hero options gives me all the tricks, though 7 Might isn't great (give Captains back their Wargs GW!). Add in a smattering of Crebain to act as roadblocks, give even more mobility options and act as Saruman's eyes. Finally, it nicely adds up that you can fit a clean half dozen cavalry into each warband, with just short of the maximum number for bows and throwing spears (though you could swap some wargear around to get them maxed and probably should).

24 models is low, but you've got the range, speed and magic to really hem the opponent in. 12 shots a turn, even at 6s to hit (assuming you're moving) will still average out to a wound most turns. Canny use of cover will allow you to get in close and threaten enemy archers, potentially giving you the ranged advantage early on. Even more so if you targeted them for a Lightning Strike!

I think I could keep going on and on, but let's just leave it here. I would love to get this list onto the table and see how it can perform.
 
Thank you for your time once again. If you like what I do here, you can also follow my hobby progress via Instagram, where I can be found at @Manic.Hobbying. In any case, just your support being here is greatly appreciated, and I hope to see you again.

Until next time! 

 

Monday, March 2, 2026

Ghostly Reinforcements - How the spirits of MESBG play

s mentioned in previous posts, my focus this year is to build off of the core of troops I've built for various factions to increase the options available to me in various lists, adding new tricks and strategies. For the first batch, I've gone with some of the spirit models of MESBG, and we'll start with perhaps the simplest...

 

The Army of the Dead 

 

The dead men of Dunharrow got a bit of a glow up in the new edition, namely with that 8" movement rate. With the Spectral Walk ability supporting this, allowing them to never be slowed by Difficult Terrain and auto-pass Climb, Jump, Leap and Swim as if they'd rolled sixes, they are some of the most maneoverable troops in the game. Depending on the terrain, they can arguably out-move cavalry, something you only really otherwise see from Uruk-hai scouts or flying creatures.

Whilst they are only F3 base (boosted to F4 rarely), their speed, Terror and D7 (D8 with Shield) really allow them to pick and choose their fights and survive bad situations much better than anything outside of Dwarves. Where they do win, expect them to do damage as well, with Blades of the Dead allowing them to attack the Courage value rather than the (usually higher) Defence value. Assuming you aren't facing pjama elves (who outfight the Dead and actually have higher Defence against them), you should have a good chance of winning any infantry grind, even with your likely lower numbers.

In any list they are present (Defenders of the Pelennor and Return of the King) they will also always be accompanied by at least one of the Three Hunters and/or the King of the Dead, offering a wonderful boost where they'll often be the anvil to the heroes' hammer. 

In Return of the King, the Dead are your entire force both mounted and on foot. They will support the heroes perhaps more than the other way around though, with movement, high defence and Terror allowing them to be a strong screening force for letting the tag team of Aragorn and the King of the Dead to put pressure where they needs to and avoid being surrounded. At the same time, they can quickly and efficiently get to objectives or board edges without even needing March in a lot of cases.

For supporting the Dead themselves, in Pelennor they can be joined by F4 troops from Gondor, various cavalry options for the knockdown, and ranged firepower with various bows, throwing weapons and even siege weapons. There's also the option of Gandalf the White for magical support. In this list, the Dead will often be either your shock troops or a core part of your battleline, albeit an expensive one that has to compete with Gondor troops for the role.

Pelennor is also the only way to run a pure Dunharrow list, should you want to.

That latter list is where I will be using them. I'm only painting up 7 for now, but at 14pts a pop (15 with the shield) that's at least 100pts already, with the added tax of needed Legolas, Gimli or the King at minimum to field them (all 100pts base) it's a decent investment to field them. They will work well as a strike force for my Pelennor lists, which are currently a mix of Rohan Cavalry, Gondor shieldwalls and a smattering of support pieces such as Lossarnach Axemen and a single Bolt Thrower.

For the painting, I went with a light grey primer, then picked out the metals with Vallejo's Natural Steel. Everything was washed with a Citadel's Biel-Tan Green Shade.

 

Spectres

Spectres are the perhaps the closest match Evil Armies have the the Army of the Dead, but one that trades combat ability for support ability.

They match the Dead with the Spectral Walk, Terror and S3 Blades of the Dead abilities, which is nice, but move slower at 6" and are F2 and D6, one point less in each of these stats and with no option for a shield (or any other wargear for that matter). Costing the same as a Warrior of the Dead with a Shield, that's not exactly something you want to field as your main battleline.

Instead, the Spectres strength is in its A Fell Light is in Them ability. In the move phase each Spectre can force any single model it can see within 12" to pass an Intelligence test or be forced to make its full move towards the Spectre. There are some limitations to this, such as the move cannot be used to directly cause damage by falling or Charge into combat (except against the Spectre, should you wish it), but it remains a powerful ability.

Spectres can pull models out of formation, perhaps ruining a Shieldwall defence bonus, preventing shooting or even simply allowing your own troops to mob up and surround one of the opponent's warriors away from the battleline. You can pull a banner bearer out of position, or an objective holder into a trap.

Of course, it can always fail, especially if the opponent has high Intelligence stats (especially the case with heroes), but 2 or 3 Spectres could all target the same model and through sheer pressure of dice, move them forwards and cause disruption in the opponent's formation that you can capitalise on.

I've just built one for now, the base model being a Wood Elf warrior with an arm from the Mirkwood Rangers sprue, a spare sword and a mix of cuts and greenstuff to ruin the clothing. Painting was done in the same fashion as the Dead above, but I chose to include a Reikland Fleshshade wash on the areas of skin. It's a sublte different but I like it.

I'll be definitely adding more Spectres to my armies, as I feel they are key parts of the Angmar and Minas Morgul lists. I plan to run the former more often, as I already have a decent number of Orcs and Carn Dum warriors that can really benefit from some movement shenanigans.

 

 Shade  

 

The final new addition I have for this batch is the Shade. Unlike the previous profiles, this one is a Hero, but still shares the trifecta of Spectral Walk, Terror and Blades of the Dead. Like it's compatriot the Spectre, it is certainly not a combat piece, F1 and S1 don't go very far even with 2 Attacks. It is at least survivable, sporting D8, a healthy 3 Wounds and even a single Fate point.

Instead, the Shade is firmly a Support Hero, with three abilities for helping your list.

Starting with Conduit of Angmar, the Shade can be used as the casting point and Line-of-Sight for any Ringwraith's magic, similar to Crebain for Saruman. This goes further as well, where if the Wraith happens to be within 6" of the Shade, they can cause a Wound to add a one to their Casting Roll. The first half of this roll is lovely and really helps keep the magical oppression going on your opponent, as it's tough to hide from multiple angles. The second half is likely to be rarely used outside of key moments where a spell could win or lose games, but should be remembered, even if it costs you the Shade itself.

Swirling Mists is a lesser version of Blinding Light (perhaps more akin to Khazad-Dum's mirrors), and inflicts a -1 penalty to shooting attacks on models with 6" of the Shade at the cost of one of its 4 points of Will. Very useful when your lists typically comprise in majority of D4 and D5 Orcs. As an added bonus, if your Shade happens to be within 12" of the shooter it becomes a -2 penalty instead, favouring an up-close playstyle.

Finally, the Shade has Ghostly Resolve, a passive ability that gives all friendly Angmar Orcs within 12" a +1 to Courage Tests. With Orcs being as famously cowardly as they are, this at least brings them up to being on par with most Man warrior profiles and will help in those cases where the opponent also has some Terror.

These three abilities are great of course, but that's not where the fun ends. Being a Spirit Hero, it will usually provide the Terror rule to Angmar Orcs within 3" and it also has Dominant 3. These rules and it's defensive stats all come together to help make the Shade and its warband a decent enough speedbump for holding objectives. It's a solid Hero for just 75pts and I look forward to taking one in a Host of the Witch King list some point soon.

I quite like GW's official model, but ever on a budget I settled instead for building my own using some Age of Sigmar ghosts (nighthaunts?) that I picked a sprue of by random a few years back. I fused two of these together with a bit of greenstuff, removing the scythe-hands and replacing them with simple hand weapons from the Vitrix Vikings sprue. Once again, I used the same painting style.

 

Where are the Barrow Wights?

Whilst there are more Spirit models in the MESBG range, most of the rest of them are Ringwraiths and they are kind of their own beasts. The last proper ghost model is the Barrow Wight, which I've not included here. This is partly because I don't have any of the official models and have had no real ideas on how to properly represent them with the parts I have on hand. They will have to wait for a later date to join my forces. 

They are still a useful part of any Angmar list, and sport the wildly useful Paralyse Magical Power. This is one of those more controversial abilities in MESBG, especially when used en-masse, but not one that cannot be played around or countered, especially with the tiny 6" casting range. Still, that's not for a deep discussion now.

 

Thank you for your time once again. If you like what I do here, you can also follow my hobby progress via Instagram, where I can be found at @Manic.Hobbying, or you can support me via the KoFi link off to the side. In any case, just your support being here is greatly appreciated, and I hope to see you again.

Until next time!